canvas.c 17 KB

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  1. /* nuklear - v1.05 - public domain */
  2. #include <stdio.h>
  3. #include <stdlib.h>
  4. #include <stdint.h>
  5. #include <stdarg.h>
  6. #include <string.h>
  7. #include <math.h>
  8. #include <assert.h>
  9. #include <math.h>
  10. #include <time.h>
  11. #include <limits.h>
  12. #include <GL/glew.h>
  13. #include <GLFW/glfw3.h>
  14. #define NK_PRIVATE
  15. #define NK_INCLUDE_FIXED_TYPES
  16. #define NK_INCLUDE_STANDARD_IO
  17. #define NK_INCLUDE_DEFAULT_ALLOCATOR
  18. #define NK_INCLUDE_VERTEX_BUFFER_OUTPUT
  19. #define NK_INCLUDE_FONT_BAKING
  20. #define NK_INCLUDE_DEFAULT_FONT
  21. #define NK_IMPLEMENTATION
  22. #include "../nuklear.h"
  23. #define STB_IMAGE_IMPLEMENTATION
  24. #include "stb_image.h"
  25. /* macros */
  26. #define WINDOW_WIDTH 1200
  27. #define WINDOW_HEIGHT 800
  28. #define MAX_VERTEX_MEMORY 512 * 1024
  29. #define MAX_ELEMENT_MEMORY 128 * 1024
  30. #define UNUSED(a) (void)a
  31. #define MIN(a,b) ((a) < (b) ? (a) : (b))
  32. #define MAX(a,b) ((a) < (b) ? (b) : (a))
  33. #define LEN(a) (sizeof(a)/sizeof(a)[0])
  34. #define NK_SHADER_VERSION "#version 150\n"
  35. /* ===============================================================
  36. *
  37. * DEVICE
  38. *
  39. * ===============================================================*/
  40. struct device {
  41. struct nk_buffer cmds;
  42. struct nk_draw_null_texture null;
  43. GLuint vbo, vao, ebo;
  44. GLuint prog;
  45. GLuint vert_shdr;
  46. GLuint frag_shdr;
  47. GLint attrib_pos;
  48. GLint attrib_uv;
  49. GLint attrib_col;
  50. GLint uniform_tex;
  51. GLint uniform_proj;
  52. GLuint font_tex;
  53. };
  54. static void
  55. die(const char *fmt, ...)
  56. {
  57. va_list ap;
  58. va_start(ap, fmt);
  59. vfprintf(stderr, fmt, ap);
  60. va_end(ap);
  61. fputs("\n", stderr);
  62. exit(EXIT_FAILURE);
  63. }
  64. static struct nk_image
  65. icon_load(const char *filename)
  66. {
  67. int x,y,n;
  68. GLuint tex;
  69. unsigned char *data = stbi_load(filename, &x, &y, &n, 0);
  70. if (!data) die("[SDL]: failed to load image: %s", filename);
  71. glGenTextures(1, &tex);
  72. glBindTexture(GL_TEXTURE_2D, tex);
  73. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
  74. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_NEAREST);
  75. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  76. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  77. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
  78. glGenerateMipmap(GL_TEXTURE_2D);
  79. stbi_image_free(data);
  80. return nk_image_id((int)tex);
  81. }
  82. static void
  83. device_init(struct device *dev)
  84. {
  85. GLint status;
  86. static const GLchar *vertex_shader =
  87. NK_SHADER_VERSION
  88. "uniform mat4 ProjMtx;\n"
  89. "in vec2 Position;\n"
  90. "in vec2 TexCoord;\n"
  91. "in vec4 Color;\n"
  92. "out vec2 Frag_UV;\n"
  93. "out vec4 Frag_Color;\n"
  94. "void main() {\n"
  95. " Frag_UV = TexCoord;\n"
  96. " Frag_Color = Color;\n"
  97. " gl_Position = ProjMtx * vec4(Position.xy, 0, 1);\n"
  98. "}\n";
  99. static const GLchar *fragment_shader =
  100. NK_SHADER_VERSION
  101. "precision mediump float;\n"
  102. "uniform sampler2D Texture;\n"
  103. "in vec2 Frag_UV;\n"
  104. "in vec4 Frag_Color;\n"
  105. "out vec4 Out_Color;\n"
  106. "void main(){\n"
  107. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  108. "}\n";
  109. nk_buffer_init_default(&dev->cmds);
  110. dev->prog = glCreateProgram();
  111. dev->vert_shdr = glCreateShader(GL_VERTEX_SHADER);
  112. dev->frag_shdr = glCreateShader(GL_FRAGMENT_SHADER);
  113. glShaderSource(dev->vert_shdr, 1, &vertex_shader, 0);
  114. glShaderSource(dev->frag_shdr, 1, &fragment_shader, 0);
  115. glCompileShader(dev->vert_shdr);
  116. glCompileShader(dev->frag_shdr);
  117. glGetShaderiv(dev->vert_shdr, GL_COMPILE_STATUS, &status);
  118. assert(status == GL_TRUE);
  119. glGetShaderiv(dev->frag_shdr, GL_COMPILE_STATUS, &status);
  120. assert(status == GL_TRUE);
  121. glAttachShader(dev->prog, dev->vert_shdr);
  122. glAttachShader(dev->prog, dev->frag_shdr);
  123. glLinkProgram(dev->prog);
  124. glGetProgramiv(dev->prog, GL_LINK_STATUS, &status);
  125. assert(status == GL_TRUE);
  126. dev->uniform_tex = glGetUniformLocation(dev->prog, "Texture");
  127. dev->uniform_proj = glGetUniformLocation(dev->prog, "ProjMtx");
  128. dev->attrib_pos = glGetAttribLocation(dev->prog, "Position");
  129. dev->attrib_uv = glGetAttribLocation(dev->prog, "TexCoord");
  130. dev->attrib_col = glGetAttribLocation(dev->prog, "Color");
  131. {
  132. /* buffer setup */
  133. GLsizei vs = sizeof(struct nk_draw_vertex);
  134. size_t vp = offsetof(struct nk_draw_vertex, position);
  135. size_t vt = offsetof(struct nk_draw_vertex, uv);
  136. size_t vc = offsetof(struct nk_draw_vertex, col);
  137. glGenBuffers(1, &dev->vbo);
  138. glGenBuffers(1, &dev->ebo);
  139. glGenVertexArrays(1, &dev->vao);
  140. glBindVertexArray(dev->vao);
  141. glBindBuffer(GL_ARRAY_BUFFER, dev->vbo);
  142. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, dev->ebo);
  143. glEnableVertexAttribArray((GLuint)dev->attrib_pos);
  144. glEnableVertexAttribArray((GLuint)dev->attrib_uv);
  145. glEnableVertexAttribArray((GLuint)dev->attrib_col);
  146. glVertexAttribPointer((GLuint)dev->attrib_pos, 2, GL_FLOAT, GL_FALSE, vs, (void*)vp);
  147. glVertexAttribPointer((GLuint)dev->attrib_uv, 2, GL_FLOAT, GL_FALSE, vs, (void*)vt);
  148. glVertexAttribPointer((GLuint)dev->attrib_col, 4, GL_UNSIGNED_BYTE, GL_TRUE, vs, (void*)vc);
  149. }
  150. glBindTexture(GL_TEXTURE_2D, 0);
  151. glBindBuffer(GL_ARRAY_BUFFER, 0);
  152. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  153. glBindVertexArray(0);
  154. }
  155. static void
  156. device_upload_atlas(struct device *dev, const void *image, int width, int height)
  157. {
  158. glGenTextures(1, &dev->font_tex);
  159. glBindTexture(GL_TEXTURE_2D, dev->font_tex);
  160. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  161. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  162. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)width, (GLsizei)height, 0,
  163. GL_RGBA, GL_UNSIGNED_BYTE, image);
  164. }
  165. static void
  166. device_shutdown(struct device *dev)
  167. {
  168. glDetachShader(dev->prog, dev->vert_shdr);
  169. glDetachShader(dev->prog, dev->frag_shdr);
  170. glDeleteShader(dev->vert_shdr);
  171. glDeleteShader(dev->frag_shdr);
  172. glDeleteProgram(dev->prog);
  173. glDeleteTextures(1, &dev->font_tex);
  174. glDeleteBuffers(1, &dev->vbo);
  175. glDeleteBuffers(1, &dev->ebo);
  176. nk_buffer_free(&dev->cmds);
  177. }
  178. static void
  179. device_draw(struct device *dev, struct nk_context *ctx, int width, int height,
  180. enum nk_anti_aliasing AA)
  181. {
  182. GLfloat ortho[4][4] = {
  183. {2.0f, 0.0f, 0.0f, 0.0f},
  184. {0.0f,-2.0f, 0.0f, 0.0f},
  185. {0.0f, 0.0f,-1.0f, 0.0f},
  186. {-1.0f,1.0f, 0.0f, 1.0f},
  187. };
  188. ortho[0][0] /= (GLfloat)width;
  189. ortho[1][1] /= (GLfloat)height;
  190. /* setup global state */
  191. glEnable(GL_BLEND);
  192. glBlendEquation(GL_FUNC_ADD);
  193. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  194. glDisable(GL_CULL_FACE);
  195. glDisable(GL_DEPTH_TEST);
  196. glEnable(GL_SCISSOR_TEST);
  197. glActiveTexture(GL_TEXTURE0);
  198. /* setup program */
  199. glUseProgram(dev->prog);
  200. glUniform1i(dev->uniform_tex, 0);
  201. glUniformMatrix4fv(dev->uniform_proj, 1, GL_FALSE, &ortho[0][0]);
  202. {
  203. /* convert from command queue into draw list and draw to screen */
  204. const struct nk_draw_command *cmd;
  205. void *vertices, *elements;
  206. const nk_draw_index *offset = NULL;
  207. /* allocate vertex and element buffer */
  208. glBindVertexArray(dev->vao);
  209. glBindBuffer(GL_ARRAY_BUFFER, dev->vbo);
  210. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, dev->ebo);
  211. glBufferData(GL_ARRAY_BUFFER, MAX_VERTEX_MEMORY, NULL, GL_STREAM_DRAW);
  212. glBufferData(GL_ELEMENT_ARRAY_BUFFER, MAX_ELEMENT_MEMORY, NULL, GL_STREAM_DRAW);
  213. /* load draw vertices & elements directly into vertex + element buffer */
  214. vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
  215. elements = glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY);
  216. {
  217. /* fill converting configuration */
  218. struct nk_convert_config config;
  219. memset(&config, 0, sizeof(config));
  220. config.global_alpha = 1.0f;
  221. config.shape_AA = AA;
  222. config.line_AA = AA;
  223. config.circle_segment_count = 22;
  224. config.curve_segment_count = 22;
  225. config.arc_segment_count = 22;
  226. config.null = dev->null;
  227. /* setup buffers to load vertices and elements */
  228. {struct nk_buffer vbuf, ebuf;
  229. nk_buffer_init_fixed(&vbuf, vertices, MAX_VERTEX_MEMORY);
  230. nk_buffer_init_fixed(&ebuf, elements, MAX_ELEMENT_MEMORY);
  231. nk_convert(ctx, &dev->cmds, &vbuf, &ebuf, &config);}
  232. }
  233. glUnmapBuffer(GL_ARRAY_BUFFER);
  234. glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
  235. /* iterate over and execute each draw command */
  236. nk_draw_foreach(cmd, ctx, &dev->cmds)
  237. {
  238. if (!cmd->elem_count) continue;
  239. glBindTexture(GL_TEXTURE_2D, (GLuint)cmd->texture.id);
  240. glScissor(
  241. (GLint)(cmd->clip_rect.x),
  242. (GLint)((height - (GLint)(cmd->clip_rect.y + cmd->clip_rect.h))),
  243. (GLint)(cmd->clip_rect.w),
  244. (GLint)(cmd->clip_rect.h));
  245. glDrawElements(GL_TRIANGLES, (GLsizei)cmd->elem_count, GL_UNSIGNED_SHORT, offset);
  246. offset += cmd->elem_count;
  247. }
  248. nk_clear(ctx);
  249. }
  250. /* default OpenGL state */
  251. glUseProgram(0);
  252. glBindBuffer(GL_ARRAY_BUFFER, 0);
  253. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  254. glBindVertexArray(0);
  255. glDisable(GL_BLEND);
  256. glDisable(GL_SCISSOR_TEST);
  257. }
  258. /* glfw callbacks (I don't know if there is a easier way to access text and scroll )*/
  259. static void error_callback(int e, const char *d){printf("Error %d: %s\n", e, d);}
  260. static void text_input(GLFWwindow *win, unsigned int codepoint)
  261. {nk_input_unicode((struct nk_context*)glfwGetWindowUserPointer(win), codepoint);}
  262. static void scroll_input(GLFWwindow *win, double _, double yoff)
  263. {UNUSED(_);nk_input_scroll((struct nk_context*)glfwGetWindowUserPointer(win), (float)yoff);}
  264. static void
  265. pump_input(struct nk_context *ctx, GLFWwindow *win)
  266. {
  267. double x, y;
  268. nk_input_begin(ctx);
  269. glfwPollEvents();
  270. nk_input_key(ctx, NK_KEY_DEL, glfwGetKey(win, GLFW_KEY_DELETE) == GLFW_PRESS);
  271. nk_input_key(ctx, NK_KEY_ENTER, glfwGetKey(win, GLFW_KEY_ENTER) == GLFW_PRESS);
  272. nk_input_key(ctx, NK_KEY_TAB, glfwGetKey(win, GLFW_KEY_TAB) == GLFW_PRESS);
  273. nk_input_key(ctx, NK_KEY_BACKSPACE, glfwGetKey(win, GLFW_KEY_BACKSPACE) == GLFW_PRESS);
  274. nk_input_key(ctx, NK_KEY_LEFT, glfwGetKey(win, GLFW_KEY_LEFT) == GLFW_PRESS);
  275. nk_input_key(ctx, NK_KEY_RIGHT, glfwGetKey(win, GLFW_KEY_RIGHT) == GLFW_PRESS);
  276. nk_input_key(ctx, NK_KEY_UP, glfwGetKey(win, GLFW_KEY_UP) == GLFW_PRESS);
  277. nk_input_key(ctx, NK_KEY_DOWN, glfwGetKey(win, GLFW_KEY_DOWN) == GLFW_PRESS);
  278. if (glfwGetKey(win, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS ||
  279. glfwGetKey(win, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS) {
  280. nk_input_key(ctx, NK_KEY_COPY, glfwGetKey(win, GLFW_KEY_C) == GLFW_PRESS);
  281. nk_input_key(ctx, NK_KEY_PASTE, glfwGetKey(win, GLFW_KEY_P) == GLFW_PRESS);
  282. nk_input_key(ctx, NK_KEY_CUT, glfwGetKey(win, GLFW_KEY_X) == GLFW_PRESS);
  283. nk_input_key(ctx, NK_KEY_CUT, glfwGetKey(win, GLFW_KEY_E) == GLFW_PRESS);
  284. nk_input_key(ctx, NK_KEY_SHIFT, 1);
  285. } else {
  286. nk_input_key(ctx, NK_KEY_COPY, 0);
  287. nk_input_key(ctx, NK_KEY_PASTE, 0);
  288. nk_input_key(ctx, NK_KEY_CUT, 0);
  289. nk_input_key(ctx, NK_KEY_SHIFT, 0);
  290. }
  291. glfwGetCursorPos(win, &x, &y);
  292. nk_input_motion(ctx, (int)x, (int)y);
  293. nk_input_button(ctx, NK_BUTTON_LEFT, (int)x, (int)y, glfwGetMouseButton(win, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS);
  294. nk_input_button(ctx, NK_BUTTON_MIDDLE, (int)x, (int)y, glfwGetMouseButton(win, GLFW_MOUSE_BUTTON_MIDDLE) == GLFW_PRESS);
  295. nk_input_button(ctx, NK_BUTTON_RIGHT, (int)x, (int)y, glfwGetMouseButton(win, GLFW_MOUSE_BUTTON_RIGHT) == GLFW_PRESS);
  296. nk_input_end(ctx);
  297. }
  298. struct nk_canvas {
  299. struct nk_panel layout;
  300. struct nk_command_buffer *painter;
  301. struct nk_vec2 item_spacing;
  302. struct nk_vec2 panel_padding;
  303. };
  304. static void
  305. canvas_begin(struct nk_context *ctx, struct nk_canvas *canvas, int x, int y, int width, int height)
  306. {
  307. canvas->panel_padding = ctx->style.window.padding;
  308. canvas->item_spacing = ctx->style.window.spacing;
  309. ctx->style.window.spacing = nk_vec2(0,0);
  310. ctx->style.window.padding = nk_vec2(0,0);
  311. nk_begin(ctx, &canvas->layout, "Window", nk_rect(x, y, width, height), NK_WINDOW_NO_SCROLLBAR);
  312. nk_window_set_bounds(ctx, nk_rect(x, y, width, height));
  313. {struct nk_rect total_space;
  314. total_space = nk_window_get_content_region(ctx);
  315. nk_layout_row_dynamic(ctx, total_space.h, 1);
  316. nk_widget(&total_space, ctx);
  317. canvas->painter = nk_window_get_canvas(ctx);}
  318. }
  319. static void
  320. canvas_end(struct nk_context *ctx, struct nk_canvas *canvas)
  321. {
  322. nk_end(ctx);
  323. ctx->style.window.spacing = canvas->panel_padding;
  324. ctx->style.window.padding = canvas->item_spacing;
  325. }
  326. int main(int argc, char *argv[])
  327. {
  328. /* Platform */
  329. static GLFWwindow *win;
  330. int width = 0, height = 0;
  331. /* GUI */
  332. struct device device;
  333. struct nk_font_atlas atlas;
  334. struct nk_context ctx;
  335. /* GLFW */
  336. glfwSetErrorCallback(error_callback);
  337. if (!glfwInit()) {
  338. fprintf(stdout, "[GFLW] failed to init!\n");
  339. exit(1);
  340. }
  341. glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
  342. glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
  343. glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
  344. win = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, "Demo", NULL, NULL);
  345. glfwMakeContextCurrent(win);
  346. glfwSetWindowUserPointer(win, &ctx);
  347. glfwSetCharCallback(win, text_input);
  348. glfwSetScrollCallback(win, scroll_input);
  349. glfwGetWindowSize(win, &width, &height);
  350. /* OpenGL */
  351. glViewport(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
  352. glewExperimental = 1;
  353. if (glewInit() != GLEW_OK) {
  354. fprintf(stderr, "Failed to setup GLEW\n");
  355. exit(1);
  356. }
  357. /* GUI */
  358. {device_init(&device);
  359. {const void *image; int w, h;
  360. struct nk_font *font;
  361. nk_font_atlas_init_default(&atlas);
  362. nk_font_atlas_begin(&atlas);
  363. font = nk_font_atlas_add_default(&atlas, 13, 0);
  364. image = nk_font_atlas_bake(&atlas, &w, &h, NK_FONT_ATLAS_RGBA32);
  365. device_upload_atlas(&device, image, w, h);
  366. nk_font_atlas_end(&atlas, nk_handle_id((int)device.font_tex), &device.null);
  367. nk_init_default(&ctx, &font->handle);
  368. glEnable(GL_TEXTURE_2D);
  369. while (!glfwWindowShouldClose(win))
  370. {
  371. /* input */
  372. pump_input(&ctx, win);
  373. /* draw */
  374. {struct nk_canvas canvas;
  375. canvas_begin(&ctx, &canvas, 0, 0, width, height);
  376. {
  377. nk_fill_rect(canvas.painter, nk_rect(0,0,width,height), 0, nk_rgb(150,150,150));
  378. nk_fill_rect(canvas.painter, nk_rect(15,15,210,210), 5, nk_rgb(247, 230, 154));
  379. nk_fill_rect(canvas.painter, nk_rect(20,20,200,200), 5, nk_rgb(188, 174, 118));
  380. nk_draw_text(canvas.painter, nk_rect(30, 30, 150, 20), "Text to draw", 12, &font->handle, nk_rgb(188,174,118), nk_rgb(0,0,0));
  381. nk_fill_rect(canvas.painter, nk_rect(250,20,100,100), 0, nk_rgb(0,0,255));
  382. nk_fill_circle(canvas.painter, nk_rect(20,250,100,100), nk_rgb(255,0,0));
  383. nk_fill_triangle(canvas.painter, 250, 250, 350, 250, 300, 350, nk_rgb(0,255,0));
  384. nk_fill_arc(canvas.painter, 300, 180, 50, 0, 3.141592654f * 3.0f / 4.0f, nk_rgb(255,255,0));
  385. {float points[12];
  386. points[0] = 200; points[1] = 250;
  387. points[2] = 250; points[3] = 350;
  388. points[4] = 225; points[5] = 350;
  389. points[6] = 200; points[7] = 300;
  390. points[8] = 175; points[9] = 350;
  391. points[10] = 150; points[11] = 350;
  392. nk_fill_polygon(canvas.painter, points, 6, nk_rgb(255,255,255));}
  393. nk_stroke_line(canvas.painter, 15, 10, 200, 10, 2.0f, nk_rgb(189,45,75));
  394. nk_stroke_rect(canvas.painter, nk_rect(370, 20, 100, 100), 10, 3, nk_rgb(0,0,255));
  395. nk_stroke_curve(canvas.painter, 380, 200, 405, 270, 455, 120, 480, 200, 2, nk_rgb(0,150,220));
  396. nk_stroke_circle(canvas.painter, nk_rect(20, 370, 100, 100), 5, nk_rgb(0,255,120));
  397. nk_stroke_triangle(canvas.painter, 370, 250, 470, 250, 420, 350, 6, nk_rgb(255,0,143));
  398. }
  399. canvas_end(&ctx, &canvas);}
  400. /* Draw */
  401. glfwGetWindowSize(win, &width, &height);
  402. glViewport(0, 0, width, height);
  403. glClear(GL_COLOR_BUFFER_BIT);
  404. glClearColor(0.2f, 0.2f, 0.2f, 1.0f);
  405. device_draw(&device, &ctx, width, height, NK_ANTI_ALIASING_ON);
  406. glfwSwapBuffers(win);
  407. }}}
  408. nk_font_atlas_clear(&atlas);
  409. nk_free(&ctx);
  410. device_shutdown(&device);
  411. glfwTerminate();
  412. return 0;
  413. }